;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
4       ; Settlers eat (govt <= Monarchy)
4       ; Settlers eat (govt >= Communism)
6       ; City size for first unhappiness at Chieftain level
3       ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
50      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
0       ; Monarchy  pays support for all units past this
0       ; Communism pays support for all units past this
4       ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
90      ; Fundamentalism loses this % of science
5       ; Percent shield penalty for production type change
12      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
50      ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Commercial Aircraft,	1, 0,  Rad, nil, 2, 4    ; AFl         0
Basic Education,	1, 0,  Ast, nil, 3, 3    ; Alp
Amphibious Warfare,	1, 0,  nil, nil, 2, 0    ; Amp
Major Powers,		1, 0,  nil, nil, 0, 4    ; Ast
Atomic Theory,		1, 0,  Uni, nil, 1, 4    ; Ato
Great War Victory,	1, 0,  no,  no,  0, 0    ; Aut         5
Capitalism,		1, 0,  Ref, nil, 1, 0    ; Ban
Civil Engineering,	1, 0,  nil, nil, 3, 3    ; Bri
Early Bomber Design,	1, 0,  Fli, nil, 2, 4    ; Bro
Healthcare System,	1, 0,  Bri, nil, 3, 3    ; Cer
Air Defence Corps,	1, 0,  Bro, Tra, 2, 4    ; Che	       10
Civil Aircraft Design,	1, 0,  Bro, nil, 2, 4    ; Chi
Nuclear Plant Design,	1, 0,  PT,  nil, 1, 4    ; CoL
Combined Arms Warfare,	1, 0,  AFl, nil, 2, 0    ; CA
Nuclear Power Plant,	1, 0,  CoL, nil, 1, 4    ; Cmb
Not used,		1, 0,  no,  no,  0, 1    ; Cmn         15
Great War Artillery,	1, 0,  Csc, nil, 2, 2    ; Cmp
Military Aircraft,	1, 0,  Bro, nil, 2, 4    ; Csc
Great War Experience,	1, 0,  nil, nil, 2, 0    ; Cst
Basic Fighters,		1, 0,  Csc, nil, 2, 4    ; Cor
Aircraft Tactics,	1, 0,  Cor, nil, 2, 4    ; Cur	       20
Not used,		1, 0,  no,  no,  2, 0    ; Dem
National Economy,	1, 0,  nil, nil, 1, 0    ; Eco
Electrification,	1, 0,  Ref, nil, 2, 3    ; E1
Reichswehr,		1, 0,  no,  no,  0, 0    ; E2
Global Economic Crisis,	1, 0,  Eco, nil, 1, 0    ; Eng         25
Military Expeditures,	1, 0,  Tra, nil, 2, 0    ; Env
International Trade,	1, 0,  Ban, nil, 1, 0    ; Esp
Not used,		1, 0,  no,  no,  2, 2    ; Exp
Armoured Cavalry,	1, 0,  Cst, nil, 3, 0    ; Feu
Great War Aviation,	1, 0,  Cst, nil, 2, 4    ; Fli         30
Not used,		1, 0,  no,  no,  0, 0    ; Fun
Not used,		1, 0,  no,  no,  2, 3    ; FP
Improved Fighters,	1, 0,  Lab, nil, 2, 4    ; Gen
Not used,		1, 0,  no,  no,  0, 1    ; Gue
Tracked Vehicles,	1, 0,  Feu, nil, 3, 0    ; Gun         35
Mobile Warfare,		1, 0,  Gun, nil, 3, 0    ; Hor
Proclamation of Empire,	1, 0,  no,  no,  3, 2    ; Ind
Chain Reaction,		1, 0,  Ato, nil, 1, 4    ; Inv
Improved Bombers,	1, 0,  Lab, nil, 2, 4    ; Iro
Air Force Tactics,	1, 0,  Cur, nil, 2, 4    ; Lab	       40
Nuclear Bomb Program,	1, 0,  Eng, nil, 1, 4    ; Las
Torpedo Bomber Design,	1, 0,  Med, Mag, 2, 4    ; Ldr
Economic Recovery,	1, 0,  Eng, nil, 1, 0    ; Lit
Motorized Infantry,	1, 0,  Mat, nil, 2, 0    ; Too
Submarine Design,	1, 0,  Map, nil, 3, 1    ; Mag         45
Great War Naval Design,	1, 0,  Cst, nil, 3, 1    ; Map
Public Transportation,	1, 0,  Ref, nil, 3, 3    ; Mas
World Exposition,	1, 0,  Ref, nil, 3, 3    ; MP
Motorization,		1, 0,  War, Whe, 3, 3    ; Mat
Carrier Aviation,	1, 0,  Cor, Met, 2, 4    ; Med         50
Improved Dreadnought,	1, 0,  Nav, nil, 3, 1    ; Met
US Marine Corps,	1, 0,  Amp, no,  1, 2    ; Min
National Defence,	1, 0,  nil, nil, 2, 0    ; Mob
NOT French or Russian,	1, 0,  no,  no,  2, 4    ; Mon
Social Expeditures,	1, 0,  Eng, nil, 3, 3    ; MT          55
Islamic Tradition,	1, 0,  no,  no,  0, 2    ; Mys
Escort Vessel Design,	1, 0,  Map, nil, 3, 1    ; Nav
Heavy Water Plant,	1, 0,  Phi, nil, 1, 4    ; NF
Enrichment Plant,	1, 0,  Phi, nil, 1, 4    ; NP
Fuel: Uran 235,		1, 0,  Las, nil, 1, 4    ; Phi	       60
Bomb Construction,	1, 0,  NF,  NP,  1, 4    ; Phy
Nuclear Testing,	1, 0,  Phy, nil, 1, 4    ; Pla
NOT Colonial Power,	1, 0,  no,  no,  1, 1    ; Plu
Nuclear Warfare,	1, 0,  Pla, nil, 1, 4    ; PT
Improved Artillery,	1, 0,  U2,  nil, 2, 2    ; Pot         65
Air Field Construction,	1, 0,  Chi, nil, 2, 4    ; Rad
Railroad Construction,	1, 0,  nil, nil, 2, 3    ; RR
Not used,		1, 0,  no,  no,  1, 2    ; Rec
Industrializition,	1, 0,  RR,  nil, 2, 3    ; Ref
Fertilizer Usage,	1, 0,  SE,  nil, 2, 3    ; Rfg         70
Not used,		1, 0,  no,  no,  1, 0    ; Rep
Ballistic Missile,	1, 0,  Roc, nil, 2, 1    ; Rob
Missile Testing,	1, 0,  Sth, nil, 2, 1    ; Roc
Naval Defences,		1, 0,  Cst, nil, 3, 1    ; San
Naval Industry,		1, 0,  Ref, nil, 2, 3    ; Sea         75
Not used,		1, 0,  no,  no,  2, 1    ; SFl
Propellants,		1, 0,  Stl, nil, 2, 1    ; Sth
Chemical Industry,	1, 0,  Ref, nil, 2, 3    ; SE
Rocket Engine Design,	1, 0,  Sup, nil, 2, 1    ; Stl
Advanced Propulsion,	1, 0,  Whe, nil, 2, 1    ; Sup         80
Advanced Tank Design,	1, 0,  War, nil, 3, 0    ; Tac
National Broadcast,	1, 0,  Lit, nil, 3, 3    ; The
Advanced Tank Tactics,	1, 0,  Tac, nil, 3, 0    ; ToG
Arms Industry,		1, 0,  Ref, nil, 2, 3    ; Tra
Higher Education,	1, 0,  Alp, nil, 3, 3    ; Uni         85
Basic Tank Tactics,	1, 0,  Hor, nil, 3, 0    ; War
Automobile,		1, 0,  Ref, nil, 3, 3    ; Whe
Highway Construction,	1, 0,  Whe, nil, 2, 3    ; Wri
Advanced Technology,   -5, 0,  nil, nil, 1, 1    ; ...
German Army Reform,	1, 0,  no,  no,  0, 0    ; U1	       90
Howitzer Design,	1, 0,  Cmp, nil, 2, 2    ; U2
Royal Marines,		1, 0,  Amp, no,  1, 1    ; U3
Russian Embassy,	1, 0,  no,  no,  1, 3    ; X1
British Embassy,	1, 0,  no,  no,  1, 1    ; X2
German Embassy,		1, 0,  no,  no,  0, 0    ; X3          95
Roman Embassy,		1, 0,  no,  no,  3, 2    ; X4
American Embassy,	1, 0,  no,  no,  1, 2    ; X5
French Embassy,		1, 0,  no,  no,  0, 1    ; X6
Ottoman Embassy,	1, 0,  no,  no,  0, 2    ; X7	       99

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,		 1,  0,	nil,
Capital,	       100,  2,	Ast,	Palace
Army Base,		20,  2,	no,	Barracks
Food Rationing,		20,  2,	nil,	Granary
Hospital,		10,  1,	Cer,	Temple
Center of Trade,	20,  2,	Ban,	Market Place
State Schools,		20,  2,	Alp,	Library
County Administration,	20,  2,	Ast,	Courthouse
City Defences,		10,  1,	Cst,	City Walls
Regional Government,	20,  2,	Ast,	Aqueduct
Stock Exchange,		20,  2,	Esp,	Bank
Religious Endowments,	20,  2,	nil,	Cathedral
University Campus,	20,  3,	Uni,	University
Mass Transit,		20,  0,	no,	Mass Transit
Colosseum,		20,  0,	no,	Colosseum
Industries,		80,  4,	Ref,	Factory
Armament Industries,	80,  6,	Tra,	Manufacturing Plant
SDI Defence,		20,  0, no,	SDI Defence
Recycling Center,	20,  0, no,	Recycling Center
Oil Processing Industry,60,  2,	no,	Power Plant
Power Plant,		70,  4,	E1,	Hydro Plant
Nuclear Power Plant,	80,  2, Cmb,	Nuclear Plant
Military Expeditures,	70,  2,	Env,	Stock Exchange
Public Transportation,	30,  2, Mas,	Sewer System
Fertilizer Usage,	20,  1, Rfg,	Supermarket
Highway Connection,	50,  2,	Wri,	Highways
Weapon Design Bureau,	60,  3, Sth,	Research Lab
Anti-Aircraft Defences,	30,  2, Che,	SAM Missile Battery
Naval Defences,		30,  2, San,	Coastal Fortress
Tank Factory,		50,  4, ToG,	Solar Plant
Fishing Industries,	20,  2, Sea,	Harbor
Naval Industries,	50,  3, Sea,	Offshore Platform
Airport,		40,  3, no,	Airport
Police Station,		10,  2, no,	Police Station
Navy Base,		40,  2, no,	Port Facility
SS Structural,		30,  0, no,	SS Structural
SS Component,		30,  0, no,	SS Component
SS Module,		30,  0, no,	SS Module
War Bonds,		60,  0, no,	(Capitalization)
Midwest Wheat Reserves,	20,  4, nil,	Pyramids/USA
Reichstag,		30,  6, nil,	Hanging Gardens/Germany
Foro Romano Nuovo,	20,  6,	Ind,	Colossus/Italy
Royal Admiralty,	20,  8, nil,	Lighthouse/British Empire
Rememberance Monument,	20,  0, nil,	Great Library/France
Ottoman Renewal,	30,  8, Mys,	Oracle/Ottoman Empire
Russian Reconstruction,	20,  6,	nil,	Great Wall/Russia
Tank Warfare Academy,	30,  6,	no,	Sun Tzus War Academy
Arms Industry Complex,	20, 10, Env,	King Richards Crusade
European Commonwealth,	20,  6,	U1,	Marco Polos Embassy
Social Insurance,	20,  6, MT,	Michelangelos Chapel
Aviation Academy,	20,  6, Lab,	Copernicus Observatory
Fuel Processing Plant,	20,  6, SE,	Magellans Expedition
World Exposition,	20,  8, MP,	Shakespears Theatre
Leonardos Workshop,	20,  0, no,	Leonardos Workshop
Mass Propaganda,	20,  0, The,	J. S. Bachs Cathedral
Research Facilities,	20,  4, Stl,	Isaac Newtons College
Autarc Economy,		20,  4, Lit,	Adam Smiths Trading Co.
Darwins Voyage,	80, 10, no,	Darwins Voyage
New York City,		20, 10, nil,	Statue of Liberty
Imperio Romano declared,20, 10, Ind,	Eiffel Tower
Womens Suffrage,	30,  6,	no,	Womens Suffrage
Tennessee Valley Authority,30,4,nil, 	Hoover Dam
Nuclear Testing,	40, 10,	Pla,	Manhattan Project
United Nations,		50, 10,	no,	United Nations
Apollo Program,		50, 10,	no,	Apollo Program
Nuclear Research Center,40,  6,	Phi,	SETI Program
Increased State Control,40,  6,	Eng,	Cure for Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Ast,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Engineers,		nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  5, Bri, 000000000000000
Imperial Legion,	nil, 0,  2.,0,  6a,3d,  3h,3f,  4,0,  0, Ind, 000000001000000
Gunslinger Fighter,	X5,  1,  7.,2,  4a,2d,  2h,2f, 10,0,  3, Gen, 000000000010001
Home Army,		X2,  0,  2.,0,  5a,4d,  4h,3f,  4,0,  0, Mob, 000000001000000
Russian Army,		X1,  0,  2.,0,  6a,3d,  3h,4f,  4,0,  0, Mob, 000000001000000
Reichswehr,		X3,  0,  2.,0,  6a,4d,  4h,3f,  6,0,  0, Mob, 000000001000000
Bulldog Fighter,	X2,  1,  5.,1,  4a,1d,  2h,2f,  8,0,  3, Cor, 000000000010001
Hurricane Fighter,	X2,  1,  7.,2,  4a,2d,  2h,2f, 10,0,  3, Gen, 000000000010001
Wellington Bomber,	X2,  1,  8.,2,  7a,2d,  4h,2f, 16,0,  0, Iro, 000000001000000
Fortress,		nil, 0,  0.,0, 0a,10d,  8h,1f, 20,0,  1, no,  000000000000000
Infantry,		nil, 0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, no,  000000001000000 
US Marine Corps,	nil, 0,  2.,0,  6a,3d,  3h,3f,  7,0,  0, Min, 000000001000100
Janissaries,		X7,  0,  2.,0,  5a,3d,  3h,3f,  3,0,  0, Mob, 000000001000000
US Army,		X5,  0,  2.,0,  6a,3d,  4h,3f,  5,0,  0, Mob, 000000001000000
lorried Infantry,	nil, 0,  4.,0,  5a,3d,  3h,3f,  9,0,  0, Too, 000000001000000
Grande Arme,		X6,  0,  2.,0,  6a,3d,  3h,3f,  4,0,  0, Mob, 000000001000000
Tsar Battle Tank,	Mon, 0,  3.,0,  7a,4d,  3h,3f, 11,0,  3, Tac, 000010000000010
mech. Infantry,		X5,  0,  3.,0,  5a,4d,  3h,3f, 12,0,  3, Hor, 000000001000000
Napolon Bomber,	Mon, 1,  8.,2,  8a,2d,  4h,3f, 16,0,  0, Iro, 000000000000001
Brussilov Fighter,	Mon, 1,  5.,1,  4a,1d,  2h,2f,  8,0,  3, Cor, 000000000010001
Aquila Carro Armato,	X4,  0,  3.,0,  6a,4d,  3h,3f, 10,0,  0, Hor, 000010000000010
Great War Tank,		nil, 0,  2.,0,  6a,2d,  2h,2f, 10,0,  0, Feu, 000010000000010
Wilhelm Panzer,		X3,  0,  3.,0,  8a,3d,  3h,4f, 14,0,  0, Gun, 000010000000010
AA Installation,	nil, 0,  1.,0,  0a,5d,  2h,2f, 10,0,  1, Cur, 010000000000000
Field Artillery,	nil, 0,  1.,0, 10a,2d,  9h,1f,  9,0,  0, Cmp, 000000000000000
Rocket Artillery,	X4,  0,  3.,0,  8a,2d,  8h,1f, 12,0,  0, Sth, 000000001000000
Howitzer,		nil, 0,  1.,0, 12a,1d, 10h,1f, 11,0,  0, Pot, 000000001000000
Fighter,		Cur, 1,  4.,1,  3a,1d,  2h,1f,  6,0,  3, Fli, 000000000010000
Bomber,			Cur, 1,  8.,2,  6a,2d,  3h,2f, 10,0,  0, Bro, 000000000000001
Torpedo Bomber,		nil, 1,  6.,1,  5a,2d,  2h,4f, 14,0,  0, Ldr, 000000000000001
Imperatore Fighter,	X4,  1,  6.,2,  4a,2d,  2h,2f, 10,0,  3, Gen, 000000000010001
Savoia Bomber,		X4,  1,  8.,2,  8a,2d,  4h,2f, 16,0,  0, Iro, 000000001000001
Roma Fighter,		X4,  1,  5.,1,  4a,1d,  2h,2f,  8,0,  3, Cor, 000000000010001
mech. Infantry,		X2,  0,  3.,0,  6a,3d,  3h,3f, 12,0,  0, Hor, 000000001000000
Mountbatten Tank,	X2,  0,  3.,0,  7a,3d,  3h,3f, 12,0,  0, Tac, 000010000000010
Royal Marines,		nil, 0,  2.,0,  6a,3d,  3h,3f, 12,0,  0, U3,  000000001000110
Battleship,		nil, 2,  8.,0,  7a,4d,  4h,3f, 30,0,  2, Met, 000000000000000
Cavalry,		Tac, 0,  3.,0,  6a,2d,  2h,2f,  5,0,  0, Cst, 000000000000011
Destroyer Flotilla,	nil, 2, 14.,0,  2a,1d,  4h,1f, 15,0,  2, Map, 000000000000001
Cruiser,		nil, 2, 10.,0,  4a,2d,  3h,2f, 20,0,  2, Nav, 000000000000001
Dreadnought,		nil, 2,  7.,0,  5a,2d,  3h,3f, 25,0,  2, Map, 000000000000000
Submarine,		nil, 2,  8.,0,  5a,1d,  4h,2f, 12,0,  2, Mag, 000000000001001
Aircraft Carrier,	nil, 2, 10.,0,  0a,4d,  3h,2f, 25,0,  2, Med, 000000010000001
Freight Ship,		nil, 2, 10.,0,  0a,1d,  2h,1f, 15,4,  4, Esp, 000000000000000
Ballistic Missile,	nil, 1, 12.,1, 10a,0d,  1h,8f, 20,0,  0, Rob, 001000000000000
Atomic Bomber,		nil, 1, 16.,2, 99a,2d,  1h,1f, 60,0,  0, PT,  001000000000000
	Soliman II Tank,	X7,  0,  3.,0,  8a,4d,  3h,2f, 10,0,  3, Hor, 000010000000000
	Arado Ar-65 Jger,	X3,  1,  6.,2,  4a,4d,  1h,2f,  8,0,  3, Cor, 000000000010001
Joffre Fighter,		Mon, 1,  7.,2,  4a,2d,  2h,2f, 10,0,  3, Gen, 000000000010001
Knig Jger,		X3,  1,  7.,2,  4a,2d,  2h,2f, 10,0,  3, Gen, 000000000010001
M1A2 Lincoln Tank,	X5,  0,  3.,0,  7a,4d,  3h,3f, 11,0,  0, Tac, 000010000000010
Behemoth Tank,		Mon, 0,  2.,0,  8a,3d,  3h,af, 12,0,  0, Hor, 000010000000010
B-1 Yankee Bomber,	X5,  1,  9.,2,  9a,2d,  4h,3f, 18,0,  0, Iro, 000000001000001
Peashooter Fighter,	X5,  1,  5.,1,  4a,1d,  2h,2f,  8,0,  3, Cor, 000000000010001
Kronprinz Bomber,	X3,  1,  8.,2,  8a,2d,  4h,2f, 16,0,  0, Iro, 000000001000000
Paratroopers,		nil, 0,  1.,0,  6a,3d,  3h,3f, 12,0,  3, CA,  000000101000010
Cesare Carro Armato,	X4,  0,  3.,0,  8a,3d,  3h,4f, 12,0,  3, Tac, 000010000000010
Freight Convoy,		nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, Whe, 000000000000010
Friedrich Panzer,	X3,  0,  3.,0,  8a,4d,  3h,4f, 16,0,  0, Tac, 000010000000010
Transport Plane,	nil, 2,  1.,4,  0a,1d,  2h,1f, 10,2,  4, AFl, 000000100000000
Colonial Troops,	Plu, 0,  2.,0,  5a,2d,  3h,3f,  3,0,  0, Ast, 000000001000000
Sturmtruppen,		nil, 0,  2.,0,  7a,4d,  4h,3f, 14,0,  0, U1,  000000001000010

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,		1,2,  0,0,0,   no,  1,40, 3,   no,  1, 5,  3,  Pln,   ; Drt
Plains,		1,3,  1,0,0,   yes, 1,20, 1,   no,  0,15,  0,  Grs,   ; Pln
Grassland,	1,3,  2,1,0,   yes, 2,10, 2,   no,  0,10,  0,  Tun,   ; Grs
Forest,		4,2,  0,2,0,   Pln, 0,30, 2,   no,  0,10,  3,  Grs,   ; For
Hills,		2,4,  1,0,0,   yes, 2,20, 1,   yes, 4,30,  2,  Pln,   ; Hil
Mountains,	6,6,  0,0,0,   no,  1,50, 0,   no,  6,60,  2,  Hil,   ; Mou
Suburbs,	2,3,  4,4,2,   no,  0,40, 3,   no,  0,40,  3,  no,    ; Tun
Icelands,	1,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Gla
Oil Fields,	1,3,  0,5,25,  no,  0, 0, 0,   no,  0, 0,  0,  Pln,   ; Swa
Swamps,		2,2,  2,0,0,   Pln, 1,20, 3,   no,  0,24,  3,  Grs,   ; Jun
Sea,		1,7,  2,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,		1,2,  3,1,0,
State Farm,	1,3,  1,6,4,
Grassland,	1,2,  2,1,0,
Paper Works,	2,2,  0,5,1,
Factory,	2,4,  1,8,3,
Pass,		3,6,  0,0,0,
Industries,	2,3,  1,6,10,
Rocks,		1,3,  0,0,0,
Oil Company,	1,3,  0,10,20,
Marshes,	2,2,  2,0,0,
Fishing Grounds,1,6,  8,1,2,
Rocks,		1,2,  0,0,0,
State Farm,	1,3,  1,6,4,
Grassland,	1,2,  2,1,0,
Timber Works,	2,2,  0,5,1,
Factory,	2,4,  1,8,3,
Pass,		3,6,  0,0,0,
Industries,	2,3,  1,6,10,
Rocks,		1,3,  0,0,0,
Oil Refinery,	1,2,  0,15,15,
Marshes,	2,2,  2,0,0,
Fishing Grounds,1,6,  8,1,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Council,        General,     General
Council,        Chairman,    Chairwoman
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Ivan the Rebuilder,	Ivan the Rebuilder,  0, 1, 3, Russian Empire,Russian,     0,  1,  1,     4, Czar, Czar
George V,    		George V,            0, 2, 0, British Empire,British,     1,  1, -1,     4, King, King
Wilhelm II,   		Wilhelm II,          0, 3, 0, Reichslande, German,      1,  1, -1,     4, Kaiser, Kaiser
Benito Mussolini,	Benito Mussolini,    0, 4, 0, Imperio Romano,Roman,       0,  0,  1,     4, Imperator, Imperator
Franklin Roosevelt,	Franklin Roosevelt,  0, 5, 2, United States,American,    1,  1, -1,     4, President, President
Napolon IV,  		Napolon IV,         0, 6, 0, Kingdom of France,French,      0,  1, -1,     4, King, King
Mehmet II,    		Mehmet II,           0, 7, 1, Ottoman Empire,Ottoman,     1,  1, -1,     4, Sultan, Sultan
Ivan the Rebuilder,	Ivan the Rebuilder,  0, 1, 3, Russian Empire,Russian,     0,  1,  1,     4, Czar, Czar
George V,     		George V,            0, 2, 0, British Empire,British,     1,  1, -1,     4, King, King
Wilhelm II,   		Wilhelm II,          0, 3, 0, Reichslande, German,      1,  1, -1,     4, Kaiser, Kaiser
Benito Mussolini,	Benito Mussolini,    0, 4, 0, Imperio Romano,Roman,       0,  0,  1,     4, Imperator, Imperator
Franklin Roosevelt,	Franklin Roosevelt,  0, 5, 2, United States,American,    1,  1, -1,     4, President, President
Napolon IV,  		Napolon IV,         0, 6, 0, Kingdom of France,French,      0,  1, -1,     4, King, King
Mehmet II,    		Mehmet II,           0, 7, 1, Ottoman Empire,Ottoman,     1,  1, -1,     4, Sultan, Sultan
Ivan the Rebuilder,	Ivan the Rebuilder,  0, 1, 3, Russian Empire,Russian,     0,  1,  1,     4, Czar, Czar
George V,     		George V,            0, 2, 0, British Empire,British,     1,  1, -1,     4, King, King
Wilhelm II,   		Wilhelm II,          0, 3, 0, Reichslande, German,      1,  1, -1,     4, Kaiser, Kaiser
Benito Mussolini,	Benito Mussolini,    0, 4, 0, Imperio Romano,Roman,       0,  0,  1,     4, Imperator, Imperator
Franklin Roosevelt,	Franklin Roosevelt,  0, 5, 2, United States,American,    1,  1, -1,     4, President, President
Napolon IV,  		Napolon IV,         0, 6, 0, Kingdom of France,French,      0,  1, -1,     4, King, King
Mehmet II,    		Mehmet II,           0, 7, 1, Ottoman Empire,Ottoman,     1,  1, -1,     4, Sultan, Sultan

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Armaments,
Cloth,
Bearings,
Salt,
Sugar,
Coal,
Steel,
Iron,
Wine,
Rifles,
Grain,
Gasoline,
Ore,
Gold,
Oil,
Petroleum,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Captain   
Major  
Colonel
Brigadier
General 
Field Marshal

@ATTITUDES
Brotherly
Loyal
Trusting
Receptive
Neutral
Distant
Icy
Hostile
Furious

